In this paper we demonstrate how a gamification approach increases the attractiveness of an assessment exercise in the context of expertise profiling. We present an online game, in two difficulty modes, where users have to guess the authors of publications. We analyze the collected data along different dimensions and identify four types of gaming personalities based on behavioral patterns. Further, we examine the relation between popularity and recognizability for both papers and authors. Finally, we provide insights into game mechanics that extend beyond our specific use case.
7. Gamification
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๏ question-answering quiz
๏ IR publications
(1111 papers from SIGIR, WWW, CIKM, KDD & WSDM)
๏ two difficulty modes
๏ max 3 mistakes; time limit
๏ goal: answer as many questions as possible
๏ motivation for players: position on the leader board
8. Research questions
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๏ Which level of difficulty is preferred?
๏ Does a competitive element, such as a leader board,
increase the level of engagement?
๏ When do users stop playing?
๏ Do users return to play again? After how long?
๏ What types of players can we identify?
๏ Are more cited papers also more easily recognized?
๏ Are more popular authors also more easily recognized?
๏ Do people prefer to play anonymously?
9. IR Game
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a) Beginner mode:
http://bit.ly/ir-game
10. IR Game
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b) Advanced mode:
http://bit.ly/ir-game
11. IR Game
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b) Advanced mode:
http://bit.ly/ir-game
12. Usage stats
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Duration of measurements:
# webpage visitors:
# game players:
# games played:
# games (beginner / advanced):
# avg. #games per player:
5 days (Jan 31 - Feb 4, 2015)
302 (from 33 countries)
116
387
347 / 39
3.34
13. Analysis of results
by answers
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Time limit (both game modes):
Avg. time to answer (beginner / advanced):
15 s
6.7 s / 8.5 s
14. Analysis of results
by answers
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Score distribution
a) beginner mode b) advanced mode
15. Analysis of results
by players
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Returning players
# players who played more than 1x:
# games played within 1 hour:
56
42
Time elapsed between games
20. Analysis of results
by papers
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Paper’s recognition ratio
Number of times the publication was successfully recognized by players
divided by number of times it was shown to players.
Citation counts vs. recognition ratio
21. Analysis of results
by authors
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Author’s recognition ratio
Number of times the author’s publications was successfully recognized by players
divided by total number of times her publications were shown to players.
Number of author’s publications vs. recognition ratio.
22. Observations
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๏ Learning
The game was useful for learning about new publications.
๏ Unfair behavior
The best scoring user had the longest response time.
๏ Head-start
A user was restarting the game until he was able to answer the first question
correctly.
๏ Engaging users
It is important to keep the user stay in the game as long as possible when she
comes for the first time.
๏ Identity
Some people (∼ 10%) opted to use their full civil name as opposed to a nickname.
23. Conclusions
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๏ Could we make an assessment exercise, in the context of expertise
profiling, more appealing for users?
Yes.
๏ We gathered valuable data about authors and publications.
Future work
๏ Introduce a controlled bias into selection of alternative answers.
๏ Adjust the difficulty of the questions as the game progresses.
๏ New game modes.
๏ Expand to other research fields.